I am working on my first game with LibGDX and coming from ActionScript3 I am used with the possibility of scaling things more or less the way I want. I know it works different in LibGDX, but I can't ...

I'm new to game dev and using SFML. I need to use lots of sprites at the same time, so I will probably need sprite batching.
I know that sprite batching is used to draw multiple sprites with a single ...

The problem: I can't fit all my 2d animation sprites for all units and environment in 1 spritesheet.
Everything batches fine until I use two spritesheets... I noticed the following : all units from ...

I am using a SpriteBatch to render large amounts of sprites very fast. Now I want to modify the sprites with shaders to tint them in a color.
Problem 1: Altering an uniform by getting the shader and ...

Background:
I'm working on a control library for XNA to use in a couple game clients I've written. The way I've implemented Dialogs is to have them derive from the base XNAControl class.
XNAControl ...

From other frameworks I know methods for easy ordering sprites within a spritebatch (to determine if a sprite has to be drawn in front or behind another sprite). For example in MonoGame/XNA this is ...

So I want my game to draw to a specific "optimal" size and then be stretched to fit screens that are a different size. I'm using LibGDX and figured that I could just draw everything to a FrameBuffer ...

I'm using libGDX and currently have a simple shader that does a passthrough, except for randomly shifting the vertex positions. This shift is a vec2 uniform that I set within my code's render() loop. ...

My Problem is similar to XNA 4.0 - Why does using a RenderTarget2d cause transparency on models?.
I want to render my scene to a Texture2D and then draw the texture.
If I set no RenderTarget at all ...

I have developed a 2D game that looks great on the Android. Now I want to make it cross-platform. For this I need to literally rotate everything when it is on desktop. I tried to do that by rotating ...

I'm new in this and I'm making XNA game. I have problem with the spritebatch drawing order. To be explained : I click button to open inventory and I need all drawing to be behind my inventory layout. ...

I'm working on a game in a 3D world with 2D sprites only (like Don't Starve game). (OpenGL ES2 with C++)
Currently, I'm ordering elements back to front before drawing them without batch (so 1 element ...

Currently working on my first game, though running into some problems with libgx and screen aspect ratio.
What I have is a Stage which contains things like menu buttons etc, and the rest of the game ...

I'm using the Winforms sample on the app hub and everything is working fine except my spritebatch won't draw anything unless I call Invalidate in the Draw method. I have this in my initialize method:
...

I'm currently stuck on something that just seems extremely odd. I'm creating a game with kinect, and when the player performs an action I want to place a texture onto the screen where their hand is.
...

Here's the issue, When I build, everything loads fine, everything works, but then, when you enter the game, the sprite is there. However, The sprite does not move, the sprite RECTANGLE does. Meaning ...

Edit
After initially thinking that my sprite batch test was faster than calling each sprite individually, it appears that is not the case!! :-(
With a single set of GL calls for a each sprite, I can ...

I'm using LibGDX to create a game, but I'm encountering a problem with SpriteBatch. Whenever two objects that use the same image for their sprite come onto the screen, the new object replaces the old ...

I've started a game engine for learning purposes. I have successfully gotten an opengl renderer working and I can draw textures of varying sizes to the screen. The way I have done this is by creating ...

While playing, I use a thread to Load() and Unload() Texture2D.
I have multiple ContentManager to only Unload() Texture2D I want to unload.
But sometimes, I have this issue on the SpriteBatch.End() : ...

I use a 1x1 pixel 2d texture as source for SpriteBatch.Draw. The texture is scaled and rotated around an origin. The left image is only scaling. The right one scaling + rotation around the origin at ...

I have a combo of texture atlases and sprite batches in an OpenGLES 2.0 2D game I'm developing which is working well, but I have a problem with depth sorting.
I'm using atlases to reduce the number ...

I'm trying to make a 2D engine for XNA with SpriteBatch. My object unit is Entity, which can include other Entities as its children. However, when drawing them, the rotation and scaling stacking do ...